Conn wrote:Great work polar, now we need a doc again to write the distinct tracks and loop info and such down.Maybe pev can provide a template?

But I don't understand what you wrote with pop up. Is it a bug?

Sounds great, What I had ment by pop up was that tetris and Mix and Match when your playing the main game, none of the tiles that you have lined up in a row and disapear does not make a break in the game to show on the debugger. Unlike Dr.Mario where you clear a round that makes a break in the game. I hope that clears things up for you Conn. No I did not find any bugs at all.

I'm not sure whether it's needed. The thing I need to know is... You said tracks 4-6 are used twice. Do these differ from where else they are played?If yes, can you show me a YouTube video or something?

The main question: is the code finished or needs tinkering, because it plays not all tracks?

EDIT:I think I answered the question to myself. I tested with the debugger and all tracks are distinct (and 4 isn't used twice, miscommunication here?).What I found is that 09 and 0A are the same, I edited the list.

Edit2: I checked every game and completed loop info. Your pcm list is maybe not correct, at least I got 45: mute track.Please recheck everything. If you want a non-loop track without spc fallback, let me know and I adjust the code (I need to code an exception for every of these non-loop tracks that will have a pcm). Examples are 25, 26

Conn wrote:I'm not sure whether it's needed. The thing I need to know is... You said tracks 4-6 are used twice. Do these differ from where else they are played?If yes, can you show me a YouTube video or something?

The main question: is the code finished or needs tinkering, because it plays not all tracks?

EDIT:I think I answered the question to myself. I tested with the debugger and all tracks are distinct (and 4 isn't used twice, miscommunication here?).What I found is that 09 and 0A are the same, I edited the list.

Edit2: I checked every game and completed loop info. Your pcm list is maybe not correct, at least I got 45: mute track.Please recheck everything. If you want a non-loop track without spc fallback, let me know and I adjust the code (I need to code an exception for every of these non-loop tracks that will have a pcm). Examples are 25, 26

Sounds good, It also could just be an error I had made with knowing about it, I was half tired when I had done it, So its more then likely my fault. my bad, I will double check everything for you and let you know. Thank you for letting my know about these issues. . I went threw the list and I do have a qusten for you? Would it be eaiser if we leave out mix and match, When I had played it it was like another version of tetris which was not all that great. Would that make codeing easier for you. If it does I am all for getting rid of mix and match.

Hmm, the code for mix and match is done and working, so I'd suggest providing also pcm for these few tracks the game uses.Only code adjusting needed, as far I checked, is those non-loop pcm you like to have pcm for (no spc fallback).

If you need help with the pcm let us know, here are some really talented people.

Conn wrote:Hmm, the code for mix and match is done and working, so I'd suggest providing also pcm for these few tracks the game uses.Only code adjusting needed, as far I checked, is those non-loop pcm you like to have pcm for (no spc fallback).

If you need help with the pcm let us know, here are some really talented people.

Ok, that sounds good. I will go back and replace the tracks. To make this eaiser I did change to the non loop tracks to loop. Is that better for you to code. I am trying to make it eaisrer for you because of awesome guidence you have given to me so far. And yes if someone out there that does pcms would like to tackle mine they are more then welcome. Would I just make a new post for that? The reason I ask is you have wrote under the title track mapping and pcm work, So I did not want to make a double post.

Öhm... I think you didn't get the nature of loop/non-loop. It is the nature of the spc whether they loop or not. Changing it to loop "to make my life easier" is like saying the earth is flat. It won't change facts though Means I changed it back to non-loop, I hope you only changed 25/26 to loop, otherwise I'd have to listen through all spc:s again to determine whether they loop or not.

To explain what loop/non-loop means:Loop tracks: they constantly repeat in an infinite loop and never end. Like you play a level.Non-loop tracks: They only play one time, then is mute. For example the game-over jingle in Super Mario World.

In Dr. Mario you have non-looping tracks, like game over, as well. The question is whether you want to have them substituted by pcm. In this case, I would have to code some exceptions to store 2007-01 for the specific tracks (instead of 2007-03). It's not much a deal.

Non-loop tracks are 07,08,25,26,45,46It's up to the pcm creator whether he uses spc fallback or substitute these now

Thank you for the new information on loop and nonloop tracks and spc. I had no clue on that how it works . Also thanks for leaving it up to whoever makes the pcms , thats cool. Great Job Conn, Your an awesome coder

LOL yes, Dr.mario is one of my favorite games to play, I really love the music in it. So I thought it would be cool to get it msu. Well Conn had figured it would be a good game for me to give it a try, Well later on he had told me that because of how the game is 3 in 1 game that the code got more complex then I could handel. Which I had no clue on that it would be. But with his help and guidence we have made it basicaly to the point of it almost being released. The problem is though there is not high quilty music for it. I had linked to nes music, but it was poor quilty. And I cannot use my music source because tetris, Dr.mario, and mix and match are games the for me is hard to find music to subsitute the OG music. So I am now hunting to find High Quilty music. So that is where we are at.